Game Developer Index 2011 Swedish Games Industry’S Reports 2012

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Game Developer Index 2011 Swedish Games Industry’S Reports 2012 GAME DEVELOPER INDEX 2011 SWEDISH GAMES INDUSTRY’S REPORTS 2012 Pic: Sacred Citadel (in development), Southend Interactive TABLE OF CONTENTS EXECUTIVE SUMMARY 2 YEAR OF REGISTRY 12 WORDLIST 3 GAME DEVELOPER MAP 13 FOREWORD 4 REVENUES OF FREE-TO-PLAY 14 Example 14 TURNOVER AND PROFIT 5 CPM 15 eCPM 15 NUMBER OF COMPANIES 7 NEW SERVICES, NEW PIRACY 15 NUMBER OF EMPLOYEES 7 THE VALUE CHAIN 16 GENDER DISTRIBUTION 8 FUTURE 16 TURNOVER PER COMPANY 8 WORLDWIDE 17 EMPLOYEES PER COMPANY 8 International Expansions 18 BIGGEST PLAYERS 8 GAME SALES 19 DISTRIBUTION PLATFORMS 8 AVERAGE REVIEW SCORES 20 New Technology 9 Cloud Gaming 10 INNOVATIONS IN MARKETING 21 Outsourcing/Consulting 10 Specialized Subcontractors 11 CONCLUSION 22 DLC 11 METHOD 22 LOCATION OF COMPANIES 12 1 | Game Developer Index 2011 EXECUTIVE SUMMARY Game Developer Index analyzes Swedish game developers’ activities and international industry trends of the past year by compiling key figures from the respective companies’ annual reports. Swedish game development is an export industry and acts on a highly globalized market. The game industry has in a couple of decades grown from a niche embraced by enthusiasts to a global industry with a considerate cultural and economic impact. Game Developer Index 2011 compiles Swedish game developers’ annual reports for their latest fiscal year. In short: • Swedish game developers nearly double their turnover in 2011, amassing a 96 % growth to a total of 257 million EUR. • The majority (60 %) of companies are profitable and the industry reports a combined profit for the third year in a row. • Employment increases by 26 % to a total of 1 512 employees, also a record breaking number. • The number of female employees increases by 74 %, resulting in 14 % of total employees. • For the first time ever, the total turnover and employment rate is greater for companies developing games for digital distribution than those developing games mainly for retail. • The compound annual growth rate (CAGR) for Swedish developers between 2006- 2011 is 29,26 % • An addition of 39 companies results in 117 active video game developers in 2011 • The number of companies with a turnover between 200 000 and 5 million EUR increased by 72 % • Swedish game developers are renowned for their diversity and high quality. Sweden has world leading developers within several fields of game development: AAA, digital distribution, social games and mobile games. By all accounts Swedish game developers will continue their growth in 2012. Thanks to digital distribution, an ever-increasing amount of developers self-publish, foreign players such as Rovio and Ngmoco have opened Swedish offices and several companies, big and small, are growing rapidly. The two greatest challenges for continued growth are skills supply and financing. Game Developer Index 2011 | 2 GLOSSARY AAA: Refers to big budget video games, and is generally associated with a high level In-app Purchase: Real money-purchases conducted within a game, rather than an of quality. These games are usually published by the industy’s biggest publishers, external payment system. Items usually bought consist of new levels, equipment, mainly via physical distribution. experience points etc. Alpha: The first phase to begin software testing in a game’s release life cycle. Indie: Derived from ”independent”. Signifies game productions by independent developers; normally small companies with only one or a few number of employees. Beta: Follows Alpha. This phase is typically the first time that the software is Indie has in recent years signified the emerging stream of smaller developers that available outside of the company that developed it. External users are called beta have been able to reach a wider audience thanks to digital distribution, which has testers. made many independent productions financially viable. Casual Games: Games targeted at a mass audience, typically distinguished by MARPPU: Monthly Average Revenue Per Paying User simple gameplay, short learning curves and being played for shorter sessions at a time. MARPU: Monthly Average Revenue Per User Cloud Gaming: Also known as gaming on demand, is a type of online gaming that MAU: Monthly Active Users allows streaming of games onto a computer while the actual game is stored on the game company’s server. This allows access to a game without the need of a console Middleware: Computer software used for game development. Middleware acts as and largely makes the capability of the user’s computer obsolete, as the server runs “glue” between two existing software components. the processing needs. Micro Payments: A financial transaction that involves a small sum of money and CPM: Cost per mille usually occurs online. In the games industry, the term is normally used to describe payments of DLC or in-app purchases. Crowdfunding: Raising funds by crowdsourcing. In recent years, this phenomenon has been prominent on different web platforms that collects co-funding support from Off-shoring: International outsourcing the public. On-shoring: National outsourcing Crowdsourcing: Outsourcing tasks to an undefined public rather than paid employees. Outsourcing: Contracting out of a business process to an independent organization from which the process is purchased back as a service. DAU: Daily Active Users Serious Games: Games with a primary purpose other than entertainment. This Digital Distribution: Sales of digital software through digital channels often involves simulation software, exercise games, games for learning, and advergames. DLC: Downloadable Content; Game add-ons, usually of a smaller scale than classic “expansions”. Smartphone: Mobile phones with advanced computing abilities built on a mobile operating system. Popular examples are the iPhone and Samsung Galaxy. eCPM: Effective cost per mille Social Games: Games on social networks such as Mobage or Facebook. Freemium: A business model by which a game is provided free of charge, but requires payment for advanced features or virtual goods. Streaming: Direct access of digital material as it is being transferred on the internet. Free-to-play/Free2play: Any video game that has the option of allowing its Tablet: A mobile computer primarily operated by touching the screen. Examples are players to play without paying. Revenues are usually generated by ads or fees for the iPad and Galaxy Tab premium content instead. Virtual Goods/Items: Non-physical goods for use in video games, usually Gaming: The act of playing video games. A word that is commonly used within the weapons, clothing or other apparell. video game culture to describe one’s hobby. A person is called a “gamer”. 3 | Game Developer Index 2011 FOREWORD SWEDISH GAMES INDUSTRY STRONGER THAN EVER 2011 was another record year for than the previously dominant AAA latter primarily for smaller and Swedish video game developers studios. That being said, it’s not emerging companies. The long and Swedish video game export. synonymous with AAA developers term requires a better skills supply As if record numbers of having bad businesses, quite the (research, education, training, employment, turnover, profit contrary; 2011 was a very good internationalization, foreign and female employees were not year for many AAA developers specialists etc.) and equal terms in enough, 2011 also marked the and the outlook for the launch international competition largest increase ever in several of of the next generation of video regarding funding and public these areas. The success largely game consoles is very promising. subsidies in order for Swedish depends on individual game companies’ sensational companies’ achievements, not 2011 was the year when the development to continue. least Minecraft-developer Mojang, Swedish game phenomenon who with a turnover exceeding managed the transition from Stockholm, September 2012 50 million EUR in the company’s the AAA paradigm to the new Per Strömbäck, Spokesperson, first year, became Sweden’s market for digital services without Swedish Games Industry biggest game developer in terms sacrificing quality, profitability of revenues. Several other or international competitiveness. developers have also had an AAA games still have an outstanding development. The important role on the global structural transformation from market and Sweden is fortunate in AAA games sold at retail to having several successful games for digital services online, companies in both categories. in social media and mobile phones, is in full effect, and for Future challenges include finding the first time companies adhering adequate talent and funding, to the latter present a greater t whereof the first is a limitation for urnover and employment rate established companies and the The Hunter, Expansive Worlds Game Developer Index 2011 | 4 TURNOVER AND The number of women increased by employment among game 74% totaling 212 positions, developers focusing on digital PROFIT approximately 14% of the total number channels is greater than Swedish video game exports almost of employees; an all-time high, and developers who produce games mainly doubled in 2011, a landmark a proportional increase of more than for retail. The combined sales value achievement for Swedish video game 40% compared with the previous year. however is still greater for developers. The accumulated growth traditional distribution, mainly because has never been greater, as the industry What measures then, lie behind this the average price is higher and in has gone from a turnover of 131.2 remarkable growth? In recent years, some cases due to larger volumes, but million EUR in 2010 to no less than the video games industry has since the supply chain is more 257.4 million EUR in the following undergone a major overturn to digital complex the proportion of the year. distribution. From being dominated by developer’s revenue is smaller boxed sales via traditional mortar-and- compared to digital sales which also The combined profit increased by more brick stores, digital distribution have the advantage of fewer middle- than 700% to 14.2 million EUR, and a channels on mobile phones, social men. majority of the companies are networks and various online venues profitable.
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